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    GDC & Gaming Format Date
    GDC2009: Authoring for Real-Time Tessellation and Displacement Mapping (Abe Wiley) PDF 3/27/2009
    GDC2009: Mixed Resolution Rendering (Jeremy Shopf) PDF 3/27/2009
    GDC2009: GPGPU stream computing 2009 (Jules Urbach) PDF 3/27/2009
    GDC2009: High Quality Direct3D 10.0 & 10.1 Accelerated Techniques (Jon Story, Holger Gruen) PPT 3/27/2009
    GDC2009: Shader Model 5.0 and Compute Shader (Nick Thibieroz) PPS 3/27/2009
    GDC2009: D3D11 Tessellation (Sarah Tariq) PPS 3/27/2009
    GDC2009: ATI Stream™ Physics (Neal Robison) PPS 3/27/2009
    GDC2009: Maximizing Multi-GPU Performance (Thomas Fortier) PPS 3/27/2009
    GDC2009: Introducing AMD GPU PerfStudio 2.0 (Seth Sowerby, Gordon Selley) PPS 3/27/2009
    GDC2009: Your Game Needs Direct3D 11, So Get Started Now! (Bill Bilodeau) PPS 3/27/2009
    GDC2009: The A to Z of DX10 Performance (Nick Thibieroz) PPS 3/27/2009
    GDC2009: GSC Game World‘s S.T.A.L.K.E.R : Clear Sky – a showcase for Direct3D 10.0/1 (Igor A. Lobanchikov, Holger Gruen) PPT 3/27/2009
    GDC2009: Shadows & Decals: D3D10 techniques from Frostbite (Johan Andersson, Daniel Johansson) PPS 3/27/2009
    Develop Brighton 2008 - Ultimate Graphics Performance for DirectX 10 Hardware (Nicolas Thibieroz) PDF 07/31/2008
    GDC Paris 2008: Tessellation in a Low-Poly World & Harnessing the Power of Multi-GPUs (Nicolas Thibieroz) PPT 07/03/2008
    GDC Paris 2008: DirectX 10 Performance Tips (Nicolas Thibieroz) PPT 07/03/2008
    GDC 2008: Harnessing the Power of Multiple GPUs (Holger Gruen) PDF 02/28/2008
    GDC 2008: Harnessing the Power of Multiple GPUs (Jon Story, Holger Gruen) PDF 02/28/2008
    GDC 2008: Multi-core is Here! But How Do You Resolve Data Bottlenecks in PC Games? (Michael Wall) PDF 02/27/2008
    GDC 2008: The Ultimate Developers Toolkit (Jonathan Zarge, Dan Ginsburg) PDF 02/27/2008
    GDC 2008: DirectX 10.1: DirectX 10 and then some… (Richard Huddy) PDF 02/27/2008
    GDC 2008: Ultimate Graphics Performance for DirectX 10 Hardware (Nicolas Thibieroz) PDF 02/27/2008
    GDC 2008: AMD Sponsored Sessions : The Ultimate Developers Toolkit (Ginsburg D, Zarge J) PDF 02/20/2008
    GDC 2008: AMD Sponsored Sessions : Ultimate Graphics Performance for DirectX 10 Hardware (Thibieroz N) PDF 02/20/2008
    GDC 2008: AMD Sponsored Sessions : Tessellation in a Low Poly World (Bilodeau B, Lohrmann P) PDF 02/20/2008
    GDC 2008: AMD Sponsored Sessions : Harnessing the Power of Multiple GPUs (Jon Story, Grun H) PDF 02/20/2008
    GDC 2008: GDC Mobile: Next-Gen Tile Based GPUs (Ribble M) PDF 02/19/2008
    GDC 2008: Advanced Direct3D Tutorial Day: Future-Proof Games with Real-Time Tessellation (Tatarchuk N) PDF 02/18/2008
    GDC 2008: DirectX10.1 "DirectX 10 and then some.."(Richard Huddy) PDF 02/18/2008
    GDC 2008: Advanced Direct3D Tutorial Day: Post Processing in The Orange Box by Vlachos, A. (Valve) PDF 02/18/2008
    GDC 2008: Post Processing in The Orange Box(Vlachos) PDF 02/18/2008
    GDC 2008: Advanced Direct3D Tutorial Day: Harnessing the Power of Multiple GPUs (Grun H, Story J, Llamas I) (NVIDIA) PDF 02/18/2008
    GDC 2007: AMD Performance Library PDF 03/20/2007
    GDC 2007: Massive Multi-Core Processors & Gaming (Justin Boggs) PDF 03/12/2007
    GDC 2007: AMD Graphics Developer Performance Tools (Jonathan Zarge) PDF 03/5/2007
    GDC 2007: Gettin’ Procedural (Jeremy Shopf) PDF 03/5/2007
    GDC 2007: OpenGL ES 2.0 : Start Developing Now (Dan Ginsburg) PDF 03/5/2007
    GDC 2007: Performance Profiling with AMD GPU Tools: A Case Study (Holger Gruen) PDF 03/5/2007
    GDC 2007: DirectX10: Porting, Performance and "Gotchas" (Guennadi Riguer) PDF 03/5/2007
    GDC 2007: Real-time Atmospheric Effects in Games Revisited (Crytek) PDF 03/5/2007
    GDC 2007: Frostbite Rendering Architecture and Real-Time Procedural Shading and Texturing Techniques (AMD / DICE) (Natalya Tatarchuk) PDF 03/5/2007
    GDC 2007: The Importance of Being Noisy: Fast, High Quality Noise (Natalya Tatarchuk) PDF 03/5/2007
    GDC 2006 Russian:Practical Parallax Occlusion Mapping For Highly Detailed Surface Rendering PDF 04/19/2006
    GDC 2006 Russian:Artist-Directable Real-Time Rain Rendering in City Environments PDF 04/19/2006
    GDC 2006 Russian:The Ancient Temples, The Modern Cities, and the Stars PDF 04/19/2006
    GDC 2006: ATI Session - The Ancient Temples, The Modern Cities, and the Stars: GPU Journeys with the ATI demo team Part I: Parthenon (John Isidoro) PDF 03/31/2006
    GDC 2006:ATI Session - Squeezing Performance out of your Game with ATI Developer Performance Tools and Optimization Techniques (Jonathan Zarge, Richard Huddy) PDF 03/31/2006
    GDC 2006: ATI Session - The Ancient Temples, The Modern Cities, and the Stars: GPU Journeys with the ATI demo team Part III: The Galaxies (Natalya Tatarchuk) PDF 03/28/2006
    GDC 2006: ATI Session - The Ancient Temples, The Modern Cities, and the Stars: GPU Journeys with the ATI demo team Part II: ToyShop Revealed (Natalya Tatarchuk) PDF 03/28/2006
    GDC 2006: Advanced D3D Tutorial Day - Optimizing DirectX9 Graphics(Richard Huddy) PDF 03/20/2006
    GDC 2006: Advanced D3D Tutorial Day - How to Work on Next Gen Effects Now: Bridging DX10 and DX9(Guennadi Riguer) PDF 03/20/2006
    GDC 2006: Advanced D3D Tutorial Day - Artist-Directable Real Real-Time Rain Rendering in Time Rain Rendering in City Environments (Natalya Tatarchuk) PDF 03/20/2006
    GDC 2006: GLES Tutorial Day - Advanced Rendering Techniques with OpenGL ES 1.1+ (Dan Ginsburg) PDF 03/20/2006
    GDC 2006: GLES Tutorial Day - OpenGL ES 1.1+ and ES 2.0 (Aaftab Munshi) PDF 03/20/2006

    GDC 2006:OpenGL Tutorial Day - Advanced Visual Effects with Advanced Visual Effects with OpenGL OpenGL (Evan Hart)

    PDF 03/20/2006
    GDC 2006:Practical Parallax Occlusion Mapping For Highly Detailed Mapping (Natalya Tatarchuk) PDF 03/20/2006
    GDC 2006:GDCMobile2006 - Change to OpenGL ES 2.0: Shaders Go Mobile (Dan Ginsburg) PDF 03/20/2006
    GDC 2006:Shadow Mapping: GPU-based Tips and Techniques (Isidoro, J. R) PDF 03/20/2006
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    Linux Events Format Date
    Improving program performance with AMD CodeAnalyst for Linux® (Paul J.Drongowski) PDF 05/16/2007
    Assessing the Linux Alternative for Your Solution Provider Practice HTML 12/12/2006
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    Microsoft Events Format Date
    PDC 2008: Multi-core processors are here, but how do you resolve bottlenecks in native code? (Michael Wall) PDF 10/30/2008
    PDC 2008: AMD Developer Central, Tools & Resources for Software Developers PDF 10/30/2008
    PDC 2008: Quad-core AMD Opteron™ features and roadmaps (Justin Boggs) PDF 10/30/2008
    PDC 2008: Virtualization, An overview of the hardware features that give rise to world-class virtualization and cloud computing (Robin Maffeo) PDF 10/30/2008
    Advanced Topics in GPU Tessellation (Natalya Tatarchuk) PDF 08/15/2008
    MSDN India Webcast: Multi-core is Here! But How Do You Resolve Data Bottlenecks in Native Code? by Mike Wall (Michael Wall) PDF 02/01/2008
    MSDN India Webcast: TechEd Developers 2007: x86 and x64 Performance Considerations when using Microsoft Visual Studio 2008 by Robin Maffeo (Robin Maffeo) PDF 01/31/2008
    TechEd Developers 2007: x86 and x64 Performance Considerations when using Microsoft Visual Studio 2008 (Robin Maffeo) PDF 11/07/2007
    TechEd Developers 2007: Multi-core is Here! But How Do You Resolve Data Bottlenecks in Native Code? (Michael Wall) PDF 11/06/2007

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    ACM SIGGRAPH Format Date
    ACM SIGGRAPH 2009: Shiny, Blurry Things (Justin Hensley) PDF 8/6/2009
    ACM SIGGRAPH 2009: When Fuzzy is Good: Advances in Filtering Techniques (Jason Yang) PPT 8/6/2009
    ACM SIGGRAPH 2009: Beyond Programmable Shading Retrospective (Mike Houston) PDF 8/6/2009
    GPU-Based Scene Management for Rendering Large Crowds (Barczak, J., Tatarchuk, N., Oat, C)
    ACM SIGGRAPH Asia 2008: Barczak, J., Tatarchuk, N., Oat, C. GPU-Based Scene Management for Rendering Large Crowds. SIGGRAPH Asia 2008 Sketch, SESSION: GPU-Based Methods, December 2008. PDF | Slides | Movie
    Multi 12/13/2008
    GPU Crowd Simulation (Shopf, J., Oat, C., Barczak, J)
    ACM SIGGRAPH Asia 2008: Shopf, J., Oat, C., Barczak, J. GPU Crowd Simulation. SIGGRAPH Asia 2008 Sketch, SESSION: GPU-Based Methods, December 2008. PDF | Slides | Movie
    Multi 12/13/2008
    GPU Tessellation for Detailed, Animated Crowds (Tatarchuk, N., Barczak, J., Purnomo, B)
    ACM SIGGRAPH Asia 2008: Tatarchuk, N., Barczak, J., Purnomo, B. GPU Tessellation for Detailed, Animated Crowds. SIGGRAPH Asia 2008 Sketch, SESSION: GPU-Based Methods, December 2008. PDF | Slides | Movie
    Multi 12/13/2008
    ACM SIGGRAPH 2008: Practical parallel Rendering with DirectX9 and 10 (Vincent Scheib) PDF 08/15/2008
    ACM SIGGRAPH 2008: Star Craft Effects and Techniques (Dominic Filion) PDF 08/15/2008
    ACM SIGGRAPH 2008: Lighting and material of Halo 3 (Hao Chen) PDF 08/15/2008
    ACM SIGGRAPH 2008: Advanced virtual Texture Topics (Marting Mittring) PDF 08/15/2008
    ACM SIGGRAPH 2008: Advanced Real-Time Rendering using wavelets with current and future hardware (Mike Boulton) PDF 08/15/2008
    ACM SIGGRAPH 2008: Simulation and Rendering Massive Intelligent and Detailed Crowds of Creatures on GPU (Christopher Oat, Natalya Tatarchuk) Video: AI | Video: Froblins Multi 08/15/2008
    ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'08) : Tomorrow's Rendering Today: High Quality Interactive Rendering with Real-Time Tessellation on GPU (Tatarchuk, N) PDF 03/01/2008
    ACM SIGGRAPH 2007: Advanced Real-Time Rendering in 3D Graphics and Games (Natalya Tatarchuk) PDF 08/08/2007
    ACM SIGGRAPH 2007:General-Purpose Computation on Graphics Hardware (Justin Hensley) PDF 08/08/2007
    ACM SIGGRAPH 2007: Tuning GPGPU Applications for Performance (Justin Hensley, Jason Yang) PDF 08/01/2007
    ACM SIGGRAPH 2007: Advanced Real-Time Rendering in 3D Graphics and Games|| (Natalya Tatarchuk) PDF 08/01/2007
    Real-Time Isosurface Extraction Using the GPU Programmable Geometry Pipeline (Tatarchuk, N., Shopf, J., DeCoro, C.)
    Tatarchuk, N. (AMD), Shopf, J. (AMD), DeCoro, C. (Princeton / AMD). 2007. Real-Time Isosurface Extraction Using the GPU Programmable Geometry Pipeline. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 122-137. 2007 Chapter 9 Bibtex | Course notes, Chapter 9
    Multi 08/01/2007
    ACM SIGGRAPH 2007: Real-Time Particle System on the GPU in Dynamic Environments PDF 08/01/2007
    ACM SIGGRAPH 2007: Advanced Real-Time Rendering in 3D Graphics and Games (Galoppo, N) PDF 08/01/2007
    ACM SIGGRAPH 2007: Surface Detail Maps with Soft Self-Shadowing(Green, C) PDF 08/01/2007
    ACM SIGGRAPH 2007: Simple, Fast Vector Texture Maps on GPU (Green, C) PDF 08/01/2007
    ACM SIGGRAPH 2007: Real-Time Tessellation on GPU (Natalya Tatarchuk) PDF 08/01/2007
    ACM SIGGRAPH 2007: Morph Animation with Tessellation (Movie) mov 08/01/2007
    ACM SIGGRAPH 2007: Terrain tessellation (Movie) mov 08/01/2007
    ACM SIGGRAPH 2007: Character rendering with tessellation (Movie) mov 08/01/2007
    ACM SIGGRAPH 2007: Terrain Rendering in Frostbite using Procedural Shader Splatting (Andersson, J) PDF 08/01/2007
    ACM SIGGRAPH 2007: Real-Time Wrinkles (Oat, C) PDF 08/01/2007
    ACM SIGGRAPH 2007: Real-Time Wrinkles (Movie) ZIP 08/01/2007
    Accelerating Real-Time Shading with Reverse Reprojection Caching (Nehab, D., Sander, P.V., Lawrence, J., Tatarchuk, N., Isidoro, J)
    Nehab, D., Sander, P.V., Lawrence, J., Tatarchuk, N., Isidoro, J. Accelerating Real-Time Shading with Reverse Reprojection Caching. GH '07: Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware, pp. 25-35, San Diego, CA, August 2007.Reprojection BibTex | PDF | Movie | Slides
    Multi 08/01/2007
    Finding Next Gen – CryEngine 2 (Mittring, M)
    Mittring, M. (Crytek) 2007. Finding Next Gen – CryEngine 2. ACM SIGGRAPH 2007: Proceedings of the conference on SIGGRAPH 2007 course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 97-121. 2007Chapter 8 Bibtex | Course notes, Chapter 8
    PDF 08/01/2007
    Fast Triangle Reordering for Vertex Locality and Reduced Overdraw (Sander, P. V., Nehab, D., Barczak, J)
    Sander, P. V., Nehab, D., Barczak, J. Fast Triangle Reordering for Vertex Locality and Reduced Overdraw. In proceedings of ACM Transactions on Graphics - SIGGRAPH 2007, San Diego, California, July 2007, Volume 26, Issue 3, Article 89. August 2007.Tootle2_BibTex | PDF | Slides
    Multi 08/01/2007
    Combining computer vision and physics simulations using GPGPU (Hensley, J., Isidoro, J., Preetham, A. J)
    Hensley, J., Isidoro, J., Preetham, A. J. Combining computer vision and physics simulations using GPGPU. SIGGRAPH 2007 Sketch, SESSION: Looking good, Article No. 79, August 2007.DepthExtraction_BibTex | PDF | Slides
    Multi 08/01/2007
    ACM SIGGRAPH 2007: The Art and Technology of Whiteout(Wiley, A. and Scheuermann, T) PDF 08/01/2007
    ACM SIGGRAPH 2007: Real-Time Medical Visualization with FireGL(Tatarchuk, N. and Shopf, J) PDF 08/01/2007
    ACM SIGGRAPH 2007: Real-Time Medical Visualization with FireGL(Movie) mov 08/01/2007
    ACM SIGGRAPH 2007: Tessellation in Viva Piñata.(Boulton, M) PDF 08/01/2007
    ACM SIGGRAPH 2007: Morph Animation with Tessellation(Movie) wmv 08/01/2007
    ACM SIGGRAPH 2007: Interactive Illustrative Rendering in Team Fortress 2(Mitchell, J) PDF 08/01/2007
    ACM SIGGRAPH 2007: Movie 1 wmv 08/01/2007
    ACM SIGGRAPH 2007: Movie 2 wmv 08/01/2007
    ACM SIGGRAPH 2007: Movie 3 wmv 08/01/2007
    ACM SIGGRAPH 2007: Movie 4 wmv 08/01/2007
    ACM SIGGRAPH 2006: Render to Vertex Buffer with D3D9 (Scheuermann, T.) PDF 08/01/2006
    ACM SIGGRAPH 2006: Advanced Real-Time Rendering in 3D Graphics and Games (Tatarchuk, N) PDF 08/01/2006
    ACM SIGGRAPH 2006: Advanced Real-Time Rendering in 3D Graphics and Games (Tatarchuk, N) PDF 08/01/2006
    ACM SIGGRAPH 2006: Preprocessing and Real-Time Rendering Techniques for Large Datasets(Sander, P) PDF 08/01/2006
    ACM SIGGRAPH 2006: Rendering Gooey Materials with Multiple Layers (Oat, C) PDF 08/01/2006
    ACM SIGGRAPH 2006: Fast Approximations for Global Illumination on Dynamic Scenes (Evans, A.) PDF 08/01/2006
    ACM SIGGRAPH 2006: Parallax Occlusion Mapping for Detailed Surface Rendering (Tatarchuk, N) PDF 08/01/2006
    ACM SIGGRAPH 2006: Shading in Valve’s Source Engine (Mitchell, J.) PDF 08/01/2006
    ACM SIGGRAPH 2006: Constant Albedo versus Ambient Cube Albedo (Video) wmv 08/01/2006
    ACM SIGGRAPH 2006: Alyx Phong Close-up (Video) wmv 08/01/2006
    ACM SIGGRAPH 2006: Alyx Sun Rim Light (Video) wmv 08/01/2006
    ACM SIGGRAPH 2006: Constant versus Ambient Cube (Video) wmv 08/01/2006
    ACM SIGGRAPH 2006: Specular wall (Video) wmv 08/01/2006
    ACM SIGGRAPH 2006: Artist-Directable Real-Time Rain Rendering in City Environments. Course(Tatarchuk, N) PDF 08/01/2006
    ACM SIGGRAPH 2006: Ambient Aperture Lighting (Oat, C) PDF 08/01/2006
    ACM SIGGRAPH 2006: Real-Time Atmospheric Effects in Games (Wenzel, C) PDF 08/01/2006
    ACM SIGGRAPH 2006: GDC 2006 (Video) WMV 08/01/2006
    ACM SIGGRAPH 2006: CryEngine2 Day and Night Cycle (Video) AVI 08/01/2006
    ACM SIGGRAPH 2006: CryEngine2 River Sequence (Video) WMV 08/01/2006
    ACM SIGGRAPH 2006: CryEngine2 Soft Particles (Video) WMV 08/01/2006
    ACM SIGGRAPH 2006: CryEngine2 Volumetric Lightning (Video) AVI 08/01/2006
    Out-of-Core Rendering of Large Meshes with Progressive Buffers (Sander, P.V. , Mitchell J.L)
    Sander, P.V. , Mitchell J.L. (Valve). 2006. Out-of-Core Rendering of Large Meshes with Progressive Buffers. ACM SIGGRAPH 2006: Proceedings of the conference on SIGGRAPH 2006 course notes, course 26, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 1-18. Chapter 1 Bibtex | Course Notes, Chapter 1
    Multi 2006
    Animated Skybox Rendering and Lighting Techniques (Sander, P.V., Isidoro, J. R)
    Sander, P.V., Isidoro, J. R. 2006. Animated Skybox Rendering and Lighting Techniques. ACM SIGGRAPH 2006: Proceedings of the conference on SIGGRAPH 2006 course notes, course 26, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 25-28. Chapter 2 Bibtex | Course Notes, Chapter 2
    Multi 2006
    Artist-Directable Real-Time Rain Rendering in City Environments (Tatarchuk, N)
    Tatarchuk, N. 2006. Artist-Directable Real-Time Rain Rendering in City Environments. ACM SIGGRAPH 2006: Proceedings of the conference on SIGGRAPH 2006 course notes, course 26, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 29-70. Chapter 3 Bibtex | Course Notes, Chapter 3
    Multi 2006
    Rendering Gooey Materials with Multiple Layers (Oat, C)
    Oat, C. 2006. Rendering Gooey Materials with Multiple Layers. ACM SIGGRAPH 2006: Proceedings of the conference on SIGGRAPH 2006 course notes, course 26, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 71-79. Chapter 4 Bibtex | Course Notes, Chapter 4
    Multi 2006
    Practical Parallax Occlusion Mapping with Approximate Soft Shadows for Detailed Surface Rendering (Tatarchuk, N)
    Tatarchuk, N. 2006. Practical Parallax Occlusion Mapping with Approximate Soft Shadows for Detailed Surface Rendering. ACM SIGGRAPH 2006: Proceedings of the conference on SIGGRAPH 2006 course notes, course 26, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 87-118. Chapter 5 Bibtex | Course Notes, Chapter 5
    Multi 2006
    Ambient Aperture Lighting (Oat, C)
    Oat, C., Sander, P. V. 2006. Ambient Aperture Lighting. ACM SIGGRAPH 2006: Proceedings of the conference on SIGGRAPH 2006 course notes, course 26, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 149-152. Chapter 8 Bibtex | Course Notes, Chapter 8
    Multi 2006
    The Real-Time Reprojection Cache (Nehab, D., Sander, P. V., Isidoro, J. R)
    Nehab, D., Sander, P. V., Isidoro, J. R. 2006. The Real-Time Reprojection Cache. ACM SIGGRAPH sketch, Reprojection Cache Bibtex | PDF
    Multi 2006
    Compressing and Managing Large Datasets for The Real-Time Parthenon Demo (Sander, P. V., Isidoro, J. R)
    Sander, P. V., Isidoro, J. R. 2006. Compressing and Managing Large Datasets for The Real-Time Parthenon Demo. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '06) Poster, p. 14. Parthenon Poster Bibtex | PDF | Poster
    Multi 2006

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    Interactive 3D Format Date
    I3D 2008, Curved PN Triangles by Alex Vlachos and Jorg Peters PDF 02/17/2008
    I3D 2008: High Quality Interactive Rendering with Real-Time Tessellation on GPU (Tatarchuk, N) PDF 01/01/2008
    Accelerating Real-Time Shading with Reverse Reprojection Caching (Nehab, D., Sander, P.V., Lawrence, J., Tatarchuk, N., Isidoro, J)
    Nehab, D., Sander, P.V., Lawrence, J., Tatarchuk, N., Isidoro, J. Accelerating Real-Time Shading with Reverse Reprojection Caching. GH '07: Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware, pp. 25-35, San Diego, CA, August 2007.Reprojection BibTex | PDF | Movie | Slides
    Multi 08/01/2007
    Real-time Mesh Simplification Using the GPU (DeCoro, C., Tatarchuk, N)
    DeCoro, C., Tatarchuk, N. Real-time Mesh Simplification Using the GPU. To appear in proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '07).MeshSimpl BibTex | PDF | Project Page (Princeton)
    Multi 04/01/2007
    Ambient Aperture Lighting (Oat, C., Sander, P. V)
    Oat, C., Sander, P. V. 2007. Ambient Aperture Lighting. To appear in proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '07).AmbAperture BibTex | PDF
    Multi 01/01/2007
    Efficient Histogram Generation Using Scattering on GPUs (Scheuermann, T., Hensley, J)
    Scheuermann, T., Hensley, J. 2007. Efficient Histogram Generation Using Scattering on GPUs. To appear in proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '07).GPU Histogram BibTex | PDF
    Multi 01/01/2007
    Prism Parallax Occlusion Mapping with Accurate Silhouette Generation (Dachsbacher, C)
    Dachsbacher, C., Tatarchuk, N. Prism Parallax Occlusion Mapping with Accurate Silhouette Generation. To appear in proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '07) as poster.PrismPOM BibTex | PDF | Video
    Multi 01/01/2007
    Triangle Order Optimization for Graphics Hardware Computation Culling (Nehab, D., Barczak, J., Sander, P. V)
    Nehab, D. (Princeton University), Barczak, J. (University of Maryland, Baltimore County), Sander, P. V. 2006. Triangle Order Optimization for Graphics Hardware Computation Culling. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (SI3D '06), pp. 207-211. Tootle Bibtex | PDF | Tootle webpage
    Multi 01/01/2006
    I3D 2006:Triangle Order Optimization for Efficient Graphics Hardware Computation Culling(Diego Nehab, Joshua.B) PDF 01/01/2006
    I3D 2006: Dynamic Parallax Occlusion Mapping with Approximate Soft Shadows ( Tatarchuk N.) PDF 01/01/2006

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    Technical Day Format Date
    AMD Tech Day UK: AMD CPU Roadmap (Justin Boggs) PDF 08/14/2007
    AMD Tech Day UK: ATI Radeon™ HD 2000 SeriesTechnology Overview (Richard Huddy) PDF 08/14/2007
    AMD Tech Day UK: Multi-Core Coding for Games & Phenom™ Software Optimization (Justin Boggs) PDF 08/14/2007
    AMD Tech Day:Intel's new Core™ Microarchitecture (Holger Gruen) PDF 08/14/2007
    AMD Tech Day:Profiling Threaded Games (Jonathan Story) PDF 08/14/2007
    AMD Tech Day UK: AMD GPU Tools for games development (Holger Gruen) PDF 08/02/2007
    AMD Tech Day UK: Harnessing the Power of DirectX 10 (Nicolas Thibieroz) PDF 08/02/2007
    AMD Tech Day UK: Welcome Keynote (Ritche Corpus, Eric Lundgren) PDF 08/02/2007
    AMD Tech Day UK: Develop Introduction (Ritche Corpus, Eric Lundgren) PDF 06/29/2007
    Sweden Tech Day:Clever Shader Tricks(v 2.1) (Nick Thibieroz) PDF 01/01/2007
    Sweden Tech Day: AMD Designing for N cores (Michael Wall, Robin Maffeo, Justin Boggs) PDF 10/10/2006

    Sweden Tech Day: Welcome ATI Technical Day (Hilton Stockholm Slussen)

    PDF 10/6/2006
    Sweden Tech Day: Preparing Games for Windows Vista (Bruce Dawson) PDF 08/14/2006
    ATI Tech Day:Microsoft Get Ready for Direct3D 10 (Sam Z. Glassenberg) PDF 07/14/2006
    Sweden Tech Day:Profiling and Debugging with PIX (Bruce Dawsonbdawson) PDF 01/01/2006
    Sweden Tech Day:AMD Technology and Software (Justin Boggs) PDF 01/01/2006
    Sweden Tech Day:Introduction to D3D10 PPT 01/01/2006
    Sweden Tech Day:Graphics Performance (Richard Huddy) PDF 01/01/2006
    Sweden Tech Day:HavokFX - Next Gen Physics on ATI GPUs (Andrew Bowell, Peter Kipfer ) PPT 01/01/2006
    ATI Tech Day:Clever Shader Tricks (v 1.01) (Nick Thibieroz) PDF 01/01/2006
    ATI Tech Day:DirectX 10 for Techies (Nick Thibieroz) PDF 01/01/2006
    ATI Tech Day:Coding for Multiple Cores (Bruce Dawson) PDF 01/01/2006
    ATI Tech Day:Practical examples of multi-threading in games (Leigh Davies) PDF 01/01/2006
    ATI Tech Day:Microsoft Getting Ready for Windows Vista (Kev Gee) PDF 01/01/2006
    ATI Tech Day:Graphics Performance (Richard Huddy) PDF 01/01/2006

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    Other Events

    Format Date
    A Directionally Adaptive Edge Anti-Aliasing Filter (Iourcha, K., Yang, J. C.,Pomianowski) PDF 08/02/2009
    Understanding Software Approaches for GPGPU Reliability - GPGPU-2 (Martin Dimitrov, Mike Mantor, Huiyang Zhou) PDF 03/08/2009
    Architecture-Aware Optimization Targeting Multithreaded Stream Computing - GPGPU-2 (Byunghyun Jang, Synho Do, Homer Pien, David Kaeli) PDF 03/08/2009
    Eurographics 2009:Taking Advantage of Direct3D 10.1 to Accelerate Performance and Enhance Quality (Holger Gruen) PPS 04/03/2009
    Stream Computing for GPU-Accelerated HPC Applications - AFRL (Wright-Patterson) PDF 04/06/2009
    ATI Stream Computing - Technical Overview PDF 03/20/2009
    A Brief History of General Purpose (GPGPU) Computing HTML 02/24/2009
    OpenCL: The Open Standard for Parallel Programming of GPUs and Multi-core CPUs HTML 02/24/2009
    OpenCL - Khronos Group HTML 12/18/2008
    Entering the Golden Age of Heterogeneous Computing - C-DAC PEEP2008 (Michael Mantor) PDF 09/2008
    Building a High Level Language Compiler for GPGPU - PLDI'08 Tutorial (Bixia Zheng, Derek Gladding, Micah Villmow) PDF 06/2008
    Symmetric Key Cryptography on Modern Graphics Hardware - RSA Conference 2008 (Jason C. Yang) PDF 04/2008
    H.264 Decoding - University of Central Florida PDF 02/2008
    AES Encryption - University of Central Florida PDF 02/2008
    Get Extraordinary Performance By Exploiting the GPU (Anderson Bailey) HTML 08/13/2008
    VMWorld 2008: Why is IO Virtualization the Next Big Thing? (Andy Kegel) PDF 09/08/2008
    Journal Of Parallel and Distributed Computing (Natalya Tatarchuk, Jeremy Shopf, Christopher DeCorob) PDF 08/15/2008
    GameFest 2008: Advanced Topics in GPU Tessellation: Algorithms and Lessons Learned (Natalya Tatarchuk) PDF 07/23/2008
    JavaOne 2008: Virtualizing a Virtual Machine (Azeem Jiva, Shrinivas Joshi) PDF 05/09/2008
    eclipseCON™ 2008: Analyzing Java Performance Using Hardware Performance Counters (Gary Frost) PDF 03/25/2008
    ASPLOS 2008: Accelerating Two-Dimensional Page Walks for Virtualized Systems (Ravi Bhargava, Benjamin Serebrin, Francesco Spadini,Srilatha Manne) HTML 03/12/2008
    CGO 2008:Issues and Challenges in Compiling for Graphics Processors” (Norm Rubin) PDF 01/01/2008
    CGO 2008:Issues and Challenges in Compiling for Graphics Processors” (Video) MP4 01/01/2008
    Symmetric Key Cryptography on Modern Graphics Hardware - ASIACRYPT 2007 (Jason Yang) PDF 12/2007
    AMD ACML-GPU Presentation - SC2007 BOF PDF 11/13/2007
    AMD Brook+ Presentation - SC2007 BOF PDF 11/13/2007
    Tuning GPGPU Applications for Performance - SC2007 BOF PDF 11/13/2007
    Symmetric Key Cryptography on Modern Graphics Hardware - ASIACRYPT 2007 (Jason Yang, James Goodman) PDF 12/2007
    Combining Computer Vision and Physics Simulations Using GPGPU - SIGGRAPH 2007 (Justin Hensley, John Isidoro, Arcot J. Preetham) PDF 08/2007
    Efficient Histogram Generation Using Scattering on GPUs - ACM I3D 2007 (Thorsten Scheuermann, Justin Hensley) PDF 04/2007
    GCDC 2007: Harnessing the Power of DirectX 10 (Including DX9 porting considerations) (Holger Gruen) PDF 08/22/2007
    GCDC 2007: AMD GPU Tools for games development (Holger Gruen) PDF 08/22/2007
    Graphics Harware 2007: AMD's Radeon HD 2900. Hot 3D Session (Michael Doggett) PDF 08/05/2007
    AMD Summer Tech Mixer in Second Life Transcript PDF 07/29/2007
    AMD and Metaversatility present: Open source movements in Second Life: Challenges and opportunities (Christian Prior, Gigs Taggart, Frank Bogomil, Mingan Munro) PDF 02/28/2007
    Eurographics 2007: Topics in Tessellation for High Quality Real-Time Rendering in Computer Graphics (Natalya Tatarchuk) PDF 01/01/2007
    Designing & Optimizing Software for N Cores (Michael Wall, Robin Maffeo, Justin Boggs) PDF 10/31/2006
    Eurographics 2006: Animation Track (Natalya Tatarchuk) PDF 01/01/2006
    Eurographics 2006: Animation Track(video) AVI 01/01/2006
    Eurographics workshop 2006:Artist-Directable Real-Time Rain Rendering in City Environments PDF 01/01/2006
    Eurographics workshop 2006:Artist-Directable Real-Time Rain Rendering in City Environments (Natalya Tatarchuk, John Isidoro) PDF 01/01/2006
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